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Case Study
Otium Interactive
Otium Interactive is an immersive experience and service aimed at increasing engagement within museums.

Challenge
How can we boost attention and attendance at museums with the use of "new technology".
Summary
My Responsibilities
UI Lead
UX Research
Duration
9 Weeks
Team Members
Grace Woodbery
Jake Greydanuse
Carly Oreck
Why Otium Interactive?
Otium Interactive is a unique immersive experience and service designed at helping increase engagement within museum spaces. In addition, Otium Interactive is an online space where museum curators may connect with us seeking our services in their spaces. Throughout this 9 week course my group and I conducted extensive research and observations to gather data for our case study by diving into the behaviors of museum guests and everyday people.
Anchor 2
Features
Vision Video.
A look into what the experience may look like.

How will museums request an exhibition in their space?
Through our website!

Main opening page
This page allows users to connect with us on other platforms as well as gives a brief introduction on who we are.
About Us
Learn about who we are and what our goals are for this startup.


Where to visit us
Users are able to see where our exhibitions currently are located. With a simple click users can navigate to the individual museums website.
Explore page
Read about why you should choose us and see the vision we have for your museum.


Partner with us
Museums can partner with us to bring our exhibit to you. Learn about what we offer and what we need from you to get started.
Sign in page
When you choose to login you will be brought to this page where you can either create an account or sign up.


History
This page allows visitors to view museums they have visited and what there overall place on the leaderboard is.
Prize page
See what items you unlocked by visiting a museum and earning points by answering the questions right.

Secondary Research
Anchor 1
My team and I undertook this project knowing we needed to think of ways to help increate museum attendance and interaction. We researched many things to help guide our ideas including:
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Learned about the psychology of immersive experiences
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The way people interact with technology
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Deep dove into Saas research (Software as a service)
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Trends in museum attendance
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The future of technology specifically different kinds of immersive technology
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Took a look at statistics on attention spans
Statistics we found important.
"Overall, digital lifestyles deplete the ability to remain focused on a single task, particularly in non-digital environments."
Museum Attendance has been down 40% since the start of 2022
"38% of Americans are unlikely museum visitors because they prefer other leisure activities"
Source: Microsoft Consumer Insights Research
Source: he National Awareness, Attitudes, and Usage Study
Why Saas (Software as a service)?

Primary Research
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Do people prefer to participate in guided tours
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If people are familiar with immersive technology
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If the average student enjoys going to museums
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What problems visitors commonly faced while at a museum
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How much current technology has impacted ones life
What did we need to find out from primary research?
Interviews
My team and I were able to conduct 8 stakeholder interviews. ​
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2 students
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1 historical interpreter
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1 UX researcher
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2 museum employees
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1 museum guest
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1 XR tech CEO
WHY?
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To gain an understanding of how immersive technology works
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To learn what experiences museums already offered
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To obtain knowledge on the behind the scenes of museums
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To determine what kind of guidance museums need to integrate a new experience
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To investigate if there is a market for a new events within the museum space
Survey
We sent out a survey that received a total of 49 responses.
WHY?
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To gain an understanding of why one chooses to visit one museum over the other
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To understand how people prefer to learn new information
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To observe pain points within the museum space
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To determine what kind of guidance guests want at a museum
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To investigate how often people go to museums
Cultural Probe
we conducted a cultural probe in a park and received several responses
WHY?
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To investigate what people associate extended reality to
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To determine how much people are using their phones / technology
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To learn what kind of experiences people associate good feelings with

Research Insights
Over 500 data points!

What we learned
95% of people prefer no guide or self guided tours when in a museum space
75% of people prefer to learn visually
42% of people prefer to learn with audio
69.4% of participants enjoy going to museums
26.5% of participants say that museums are not engaging enough
30% of participants say there is not enough information about individual art works in museums
Leading to...
How much we present new information in an interactive way?
How might we balance the individual and social experience within the museum?
How might we make museums more appealing to the current generation of young adults that grew up in the digital era?
Value Proposition
A Service for museum curators.
Who want help in increasing attendance and engagement through the use of technology.
We are offering a connection between museums and their guests!
We do this by providing a service where we connect with the museums and curate an experience personalized for each museum space.
Unlike our competitors in the immersive design market,
Our concept integrates gamified immersive technology to encourage customer retention, engagement, and satisfaction.
Prototyping
4 phases
2 physical + 2 digital

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What we learned
Final Solution
How long users prefer texts to be
How hard questions should be
If our interfaces were easy to understand for the basic user
How participants interacted with the things given to them
If our idea had too many or too little aspects to them

Poster

Lookbook
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